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市场调查报告书
商品编码
1598806

VR 内容製作市场:按内容类型、组件、最终用户领域划分 - 2025-2030 年全球预测

VR Content Creation Market by Content Type (360 Degree Photos, Games, Videos), Component (Services, Software), End-Use Sector - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 197 Pages | 商品交期: 最快1-2个工作天内

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2023年VR内容创作市场价值为47.8亿美元,预计到2024年将达到58.9亿美元,复合年增长率为24.18%,到2030年将达到218.1亿美元。

VR内容製作的范围是利用虚拟实境技术创造和开发身临其境型体验,应用于游戏、教育、医疗、房地产、娱乐等多个领域。对 VR 内容的需求在于它能够提供传统媒体无法提供的高度引人入胜、互动、体验式的学习环境。该技术正在彻底改变医疗保健领域的训练模组,提供手术模拟环境。此外,在房地产领域,虚拟导览已成为远端展示房产的标准功能。推动市场成长的是 VR 硬体的进步,例如头戴装置变得更便宜、更容易使用。进入「元宇宙」概念的公司加大对VR技术的投资,身临其境型数位世界将在未来网路使用中发挥核心作用,这也是影响市场扩张的关键因素。利用 VR 来增强学习体验的教育环境以及进行虚拟培训和商务会议的企业部门的机会尤其丰富。利用虚拟实境的潜力来创建个人化的娱乐内容也可能是一个开拓的金矿。

主要市场统计
基准年[2023] 47.8亿美元
预测年份 [2024] 58.9亿美元
预测年份 [2030] 218.1亿美元
复合年增长率(%) 24.18%

然而,市场存在一些限制和挑战。高昂的开发成本、有限的内容以及由于对新技术的不适或怀疑而阻碍用户采用的障碍可能会阻碍成长。它还需要引人入胜的故事讲述和以用户为中心的设计,以确保所创建的体验证明投资是合理的,并可持续地提高用户参与度。需要创新的领域包括整合人工智慧来创造动态环境,以及克服晕动病和增强沉浸感的研究。科技公司与服务业之间的合作可以促进创新的虚拟实境应用。该市场的特点是技术日新月异、用户期望不断变化,要求企业持续投资研发并保持敏捷性,并专注于以用户为中心的体验设计。

市场动态:快速发展的 VR 内容製作市场的关键市场洞察

VR内容製作市场正因供需动态互动而改变。透过了解这些不断变化的市场动态,公司可以准备好做出明智的投资决策、完善策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助消费行为及其对製造业的影响。

  • 市场驱动因素
    • 企业对更丰富的内容的需求不断增长,以吸引和吸引客户
    • 支援数位媒体的设备数量不断增加,网路普及率不断提高
    • 使用者生成内容作为新鲜视觉效果来源的成长趋势
  • 市场限制因素
    • VR内容製作解决方案高成本
  • 市场机会
    • 将尖端技术融入VR内容製作解决方案
    • 用于影片行销和培训目的的 VR 内容创作需求
  • 市场挑战
    • 创建 VR 内容时的技术问题

波特五力:驾驭 VR 内容创作市场的策略工具

波特的五力架构是了解 VR 内容创作市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解VR内容製作市场的外部影响

外部宏观环境因素对于塑造VR内容製作市场的表现动态起着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并为他们做出积极主动的决策做好准备。

市场占有率分析 了解VR内容製作市场的竞争状况

对 VR 内容製作市场的详细市场占有率分析可以对供应商绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV定位矩阵VR内容製作市场厂商绩效评估

FPNV定位矩阵是评估VR内容创作市场供应商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。这四个象限使您能够清晰、准确地划分供应商,以确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析与建议 规划 VR 内容创作市场的成功之路

VR 内容製作市场的策略分析对于旨在加强其在全球市场的影响力的公司至关重要。透过考虑关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机,并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:详细检视当前市场环境、主要企业的广泛资料、评估其在市场中的影响力和整体影响力。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5.产品开发与创新:重点关注可望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,以帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 企业对增强内容的需求不断增加,以接触和吸引客户
      • 越来越多的设备能够支援数位媒体并提高网路普及率
      • 使用者生成内容作为新鲜视觉效果来源的成长趋势
    • 抑制因素
      • VR内容製作解决方案成本高
    • 机会
      • 将先进技术融入VR内容製作解决方案
      • 用于影片行销和培训目的的 VR 内容创作需求
    • 任务
      • VR 内容创作过程中的技术问题
  • 市场区隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章 VR 内容製作市集(依内容类型)

  • 360度照片
  • 游戏
  • 影片

第七章 VR 内容製作市场:按组成部分

  • 服务
  • 软体

第八章 VR 内容製作市场(依最终用途领域)

  • 游戏
  • 卫生保健
  • 媒体和娱乐
  • 房地产
  • 零售
  • 旅游/酒店业

第九章 北美、南美VR内容製作市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第十章 亚太地区VR内容製作市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十一章 欧洲、中东、非洲VR内容製作市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十二章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
  • 战略分析和建议

公司名单

  • 360 Labs
  • Baobab Studios Inc.
  • Blippar Group Limited
  • Cisco Systems, Inc.
  • Dell Inc.
  • Fiebak Medien
  • Intel Corporation
  • Juniper Networks, Inc.
  • KonceptVR LLC
  • Magnopus LLC
  • Matterport, Inc.
  • Microsoft Corporation
  • Novac Technology Solutions
  • Panedia Pty Ltd.
  • Penrose Studios, Inc.
  • Scapic
  • Sony Corporation
  • Subvrsive, Inc.
  • Technicolor Creative Studios UK Limited t/a The Mill
  • VIAR Inc.
  • Visualise Creative Limited
  • VMware, Inc.
  • Wevr
  • Within Unlimited, Inc
Product Code: MRR-69324464D1BC

The VR Content Creation Market was valued at USD 4.78 billion in 2023, expected to reach USD 5.89 billion in 2024, and is projected to grow at a CAGR of 24.18%, to USD 21.81 billion by 2030.

The scope of VR content creation encompasses the production and development of immersive experiences using virtual reality technology, which has applications across numerous sectors such as gaming, education, healthcare, real estate, and entertainment. The necessity of VR content lies in its ability to provide highly engaging, interactive, and experiential learning environments that traditional media cannot offer. This technology has revolutionized training modules in healthcare, offering simulated environments for surgical practice, and in real estate, virtual tours have become a standard feature to showcase properties remotely. The market's growth is propelled by advancements in VR hardware, such as headsets becoming more affordable and user-friendly. Increased investment in VR technology by companies diving into the 'metaverse' concept, where immersive digital worlds play a central role in future internet usage, is also a significant factor influencing market expansion. Opportunities abound particularly in educational environments leveraging VR to enhance learning experiences, and in corporate sectors for virtual training and business meetings. Leveraging VR's potential in personalized content creation for entertainment can also be an unexplored goldmine.

KEY MARKET STATISTICS
Base Year [2023] USD 4.78 billion
Estimated Year [2024] USD 5.89 billion
Forecast Year [2030] USD 21.81 billion
CAGR (%) 24.18%

However, the market does face several limitations and challenges. High development costs, limited content, and user adoption barriers due to discomfort or skepticism about new tech can stymie growth. There's also the need for compelling storytelling and user-centric design, ensuring the experiences created justify the investment and enhance user engagement sustainably. Areas ripe for innovation include the integration of artificial intelligence to create dynamic environments, and research into overcoming motion sickness and enhancing realism. Collaborations between tech companies and service sectors can foster innovative VR applications. The market's nature involves rapid technological changes and evolving user expectations, requiring companies to remain agile and responsive, continuously investing in research and development while maintaining a focus on user-centric experience design.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving VR Content Creation Market

The VR Content Creation Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing demand for enhanced content from businesses to reach and engage customers
    • Rise in the number of devices capable of supporting digital media and increasing internet penetration
    • Growing trend of user-generated content as a source of fresh and new visuals
  • Market Restraints
    • High cost of VR content creation solutions
  • Market Opportunities
    • Integration of advanced technologies in VR content creation solutions
    • Demand for VR content creation for video marketing and training purpose
  • Market Challenges
    • Technical issues during VR content creations

Porter's Five Forces: A Strategic Tool for Navigating the VR Content Creation Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the VR Content Creation Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the VR Content Creation Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the VR Content Creation Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the VR Content Creation Market

A detailed market share analysis in the VR Content Creation Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the VR Content Creation Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the VR Content Creation Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the VR Content Creation Market

A strategic analysis of the VR Content Creation Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the VR Content Creation Market, highlighting leading vendors and their innovative profiles. These include 360 Labs, Baobab Studios Inc., Blippar Group Limited, Cisco Systems, Inc., Dell Inc., Fiebak Medien, Intel Corporation, Juniper Networks, Inc., KonceptVR LLC, Magnopus LLC, Matterport, Inc., Microsoft Corporation, Novac Technology Solutions, Panedia Pty Ltd., Penrose Studios, Inc., Scapic, Sony Corporation, Subvrsive, Inc., Technicolor Creative Studios UK Limited t/a The Mill, VIAR Inc., Visualise Creative Limited, VMware, Inc., Wevr, and Within Unlimited, Inc.

Market Segmentation & Coverage

This research report categorizes the VR Content Creation Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Content Type, market is studied across 360 Degree Photos, Games, and Videos.
  • Based on Component, market is studied across Services and Software.
  • Based on End-Use Sector, market is studied across Automotive, Gaming, Healthcare, Media & Entertainment, Real Estate, Retail, and Travel & Hospitality.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing demand for enhanced content from businesses to reach and engage customers
      • 5.1.1.2. Rise in the number of devices capable of supporting digital media and increasing internet penetration
      • 5.1.1.3. Growing trend of user-generated content as a source of fresh and new visuals
    • 5.1.2. Restraints
      • 5.1.2.1. High cost of VR content creation solutions
    • 5.1.3. Opportunities
      • 5.1.3.1. Integration of advanced technologies in VR content creation solutions
      • 5.1.3.2. Demand for VR content creation for video marketing and training purpose
    • 5.1.4. Challenges
      • 5.1.4.1. Technical issues during VR content creations
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. VR Content Creation Market, by Content Type

  • 6.1. Introduction
  • 6.2. 360 Degree Photos
  • 6.3. Games
  • 6.4. Videos

7. VR Content Creation Market, by Component

  • 7.1. Introduction
  • 7.2. Services
  • 7.3. Software

8. VR Content Creation Market, by End-Use Sector

  • 8.1. Introduction
  • 8.2. Automotive
  • 8.3. Gaming
  • 8.4. Healthcare
  • 8.5. Media & Entertainment
  • 8.6. Real Estate
  • 8.7. Retail
  • 8.8. Travel & Hospitality

9. Americas VR Content Creation Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific VR Content Creation Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa VR Content Creation Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. 360 Labs
  • 2. Baobab Studios Inc.
  • 3. Blippar Group Limited
  • 4. Cisco Systems, Inc.
  • 5. Dell Inc.
  • 6. Fiebak Medien
  • 7. Intel Corporation
  • 8. Juniper Networks, Inc.
  • 9. KonceptVR LLC
  • 10. Magnopus LLC
  • 11. Matterport, Inc.
  • 12. Microsoft Corporation
  • 13. Novac Technology Solutions
  • 14. Panedia Pty Ltd.
  • 15. Penrose Studios, Inc.
  • 16. Scapic
  • 17. Sony Corporation
  • 18. Subvrsive, Inc.
  • 19. Technicolor Creative Studios UK Limited t/a The Mill
  • 20. VIAR Inc.
  • 21. Visualise Creative Limited
  • 22. VMware, Inc.
  • 23. Wevr
  • 24. Within Unlimited, Inc

LIST OF FIGURES

  • FIGURE 1. VR CONTENT CREATION MARKET RESEARCH PROCESS
  • FIGURE 2. VR CONTENT CREATION MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VR CONTENT CREATION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VR CONTENT CREATION MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VR CONTENT CREATION MARKET DYNAMICS
  • TABLE 7. GLOBAL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VR CONTENT CREATION MARKET SIZE, BY 360 DEGREE PHOTOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VR CONTENT CREATION MARKET SIZE, BY VIDEOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VR CONTENT CREATION MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL VR CONTENT CREATION MARKET SIZE, BY AUTOMOTIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL VR CONTENT CREATION MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL VR CONTENT CREATION MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL VR CONTENT CREATION MARKET SIZE, BY MEDIA & ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL VR CONTENT CREATION MARKET SIZE, BY REAL ESTATE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL VR CONTENT CREATION MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL VR CONTENT CREATION MARKET SIZE, BY TRAVEL & HOSPITALITY, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. AMERICAS VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 26. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 29. BRAZIL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 32. CANADA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 35. MEXICO VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 38. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES VR CONTENT CREATION MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 42. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 46. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 49. CHINA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 52. INDIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 55. INDONESIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 58. JAPAN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 61. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 64. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 67. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 70. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 73. TAIWAN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 76. THAILAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 79. VIETNAM VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 82. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA VR CONTENT CREATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 86. DENMARK VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 89. EGYPT VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 92. FINLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 95. FRANCE VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 98. GERMANY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 101. ISRAEL VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 104. ITALY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 107. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 110. NIGERIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 113. NORWAY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 116. POLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 119. QATAR VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 122. RUSSIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 125. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 128. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 131. SPAIN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 134. SWEDEN VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 137. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 140. TURKEY VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY COMPONENT, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM VR CONTENT CREATION MARKET SIZE, BY END-USE SECTOR, 2018-2030 (USD MILLION)
  • TABLE 149. VR CONTENT CREATION MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 150. VR CONTENT CREATION MARKET, FPNV POSITIONING MATRIX, 2023